I am looking for 3 to 5 players for a classic-style tabletop campaign. It will be a homebrewed setting, using the Basic Fantasy RPG rules (a cross between 1st ed. D&D and 3.5 ed.). Classic Characters: Human, Elf, Dwarf, Halfling. Classic Classes: Fighter, Thief, Cleric, Magic-User.
Campaign begins in a peaceful land known as the Frontier Kingdom. Once a distant outpost of the eastern empire, when that great civilization collapsed 150 years ago, and the frontier lands swept by the Orc armies of Lord Bloodwrath, the Kingdom emerged from the allied forces that put an end to Bloodwrath's campaign of terror. The Frontier Kingdom is ruled by the Commoner King, and consists of little more than a small city, and a handful of villages, nestled between the vast Wilderlands of the north, and the Orcwaste that stretches from the river back to the western mountains. The Kingdom is dependent upon trade from the river, as well as the old imperial highway that marks the border to the Wilderlands. Chief exports include rice, wool, and a variety of wet-weather vegetables. Humans dominate the land, with Dwarves living among them. Halflings and Elves also cohabitate with the Humans, but they also have their own independent communities. Goblins are also fairly common, with tribes dwelling both in the hills to the west, as well as in the city's sewers. Kobolds are known to prowl the marshes across the river, and a tribe of Centaurs roams the meadowlands to the kingdom's east. An enchanted forest is also within the Kingdom's borders, the Gnomewood, where faeries and Gnomes dwell in seclusion.
The Celestial Orders, (worshippers of the Sun-Goddess and Moon-God), are the dominant cult in the Kingdom, as they were critical to the victory over Bloodwrath. Old Mother pagans, and the River Goddess cult, are also popular, and both have large elf followings. The Old Mother is also popular with Human farmers, and the River Goddess even moreso among Halflings. There are also two smaller cults in the area, with more unsavory reputations: the Dragon Cult, and the Blood-God Society. There is no active Mages Guild, nor even one for thieves. Halflings run a Ferry Guild, controlling passage across the river, and the Merchants Guild in the city is quietly the most powerful faction in the land. There is a small order of knights, little more than a club for bored noblemen, and the dwindling remnants of the Imperial Rangers, one of the last surviving institutions of the old empire.
North of the city, on the imperial highway, is the Black Dragon Inn. It had once been a Ranger Fort, but has been converted into a large boarding house, stables and smithy, and tradepost. It may seem a bit out of the way from the bustling markets of Castle Orcfast, but it has enough visitors to stay in business. It is owned by a Dwarf named Torlocke Hammerdark, and much of the staff are Halflings from a nearby freehold. This is where the Characters will meet, be they from the Frontier Kingdom, or travellers from distant lands, and embark on their first adventure: "Beneath the Goblin Bridge"
Contact me if interested. the Basic Fantasy rules are available for download/pdf for free: http://basicfantasy.org